biggerdave

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About biggerdave

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    Little is known of the man they call Dave. Only one thing can be said for certain, and that is that there was already someone with the username "Big Dave", and he was confident he was bigger.

    In terms of height, that is. What you're thinking of _may_ be true, but we've yet to track down "Big Dave" to find out.
  1. I'm planning on added a setting for predominantly slow (so, mostly Slow, Walkers and maybe Brittle Crawlers) and predominantly fast (so, medium, fast and maybe spiders) zombies - I'm not great with .sqf, but it should be able to be changed in the editor by just putting something like "HSO_ZP_FastZombies = 1" in the init field of the module, or in multiplayer lobby if the missions been set up for it (like using the more reinforcements/less reinforcements with the default combat patrol module) There's already some code for alternating between Mediterranean and Pacific CSAT troops in the vanilla module, so it shouldn't be too difficult to adapt it for this purpose.
  2. Going to try and throw up an update later today, add some minor stuff and QoL fixes. Maybe see about getting my head around the workshop, and maybe put it on Nexus instead of 4shared (is there a reason no one uses Nexus?) Discount Greeks = AAF, Spaceballs = CSAT (it's the helmets, see?) It's a terrible throwaway joke that I'd be ashamed of, were I capable of feeling shame.
  3. IIRC, there's recently been (IRL) a renewal program, meaning we're stuck with these damn things until the 2030s (and the lore says the UK is completely broke in the 2030s, so it's figures we still wouldn't be able to get rid of them). Apparently, Mikhail Kalashnikov was once shown an SA80 by a British Officer, after taking a long look at the weapon, his only comment was "you must have very clever soldiers". That Tan version is ridiculously sexy, though.
  4. It's Combat patrol, with Zombies. Do yo-do you get it, Zom-Bat? Like, it's a portmanteau of Zombie and Combat? Yeah, I know it's dumb a joke... in my defence, it's a pretty dumb addon, but I like it, and, I hope you too, gentle reader, will also like it. And if you don't, I'm going to hunt you down, and make you like it. RIGHT NOW THIS IS AN EARLY BETA. While it is functional, there are bugs, there are balancing issues, and there are things that are have not been tested. So, first things first, you'll need Ryan_D's Zombies and Demons. Click here for the BIForums link. Right now, it's just a module, find it with the rest of combat patrol modules in the editor. It works exactly like the combat patrol init module, just plonk it down, and it does all the work. You'll probably want to add some of the zombies and demons configuration modules, to get the zombies working how you want. In terms of content, it's basically just the same as the vanilla combat patrol, only you're up against zombies instead of discount Greeks or Spaceballs. The objectives have been slightly modified to fit the zombie theme (mainly just changed the strings), and I've added in some randomly spawned civilian vehicles, if you like the vehicle throwing mechanics from Z&Ds. More stuff is planned for the future (arsenal support, more objectives, more configuration options) Theoretically this should work with any map, in practice, your mileage may vary. Generally speaking, if it's "like" Altis, or one the CUP maps (except the ArmA.1 ones), it'll probably work. The most important things are properly configured roads, buildings with properly set up interiors and properly set up towns/locations (though this is entirely necessary, as you can use the combat patrol "add location" module). Known Issues: Sometimes civilian vehicles spawn inside other vehicles, while the pyrotechnics do somewhat aid the whole post-apocalyptic feel, this might cause issues with the "destroy vehicles" mission. Sometimes the "destroy demon" mission completes itself. I'm not sure what's causing this, though I think it's caused by them running off the top of tall buildings or spawning inside walls. (Also happens with regular zombies, but, that's not really a huge problem) There may be issues with East or Resistance player factions, but that might also just be that I was hadn't set it up properly. The main thing I'm interested in, in terms of feedback, is balance (personally I think it's a bit too easy right now, but I'm sure someone will disagree), performance (particular with a larger number of player) and how well it works with various community maps and addons. Changes in Pre-2: Cars now have semi-random loot. Time is now random, by default Added a script to turn off streetlamps, but then disabled it because it wasn't working properly. Download Links: Pre1: https://www.4shared.com/archive/3XjKo2Awca/HSO_ZombatPatrol_Pre1.html (depreciated) Pre-2: 4Shared Steam Workshop
  5. ...And the G36 does too. Derp. I must have been thinking of something else. (Lots of interesting stuff on that channel, always wondered what was actually under the sights, so I guess I was wrong about those too)
  6. Very neat. Like the new sounds and animations. (Weapon animations, that is, I'm sure when you've got the hand animations done I'll love them too) Some thoughts: I don't think the charging handle should move when the gun's fired - I was never able to find out 100% about this, but it seems likely, since it's basically just a G36 in a fancier (and somehow more plastic?) shell. There's some slight nomenclature issues - the Carbine is actually the "Compact", and what you've got as the standard XM8 is the Carbine - there was also a full length rifle variant (bottom in picture - it says it's the sharpshooter variant in the URL, but it isn't), that was basically the DMR without the extended bipod foregrip and improved sights. (And possibly a version of the compact with the standard stock - this might just have been thrown together by to show off the modularity of the weapon, though - I know PASKAL uses a version of the carbine with the compact stock, as well, again, not sure if these are "for sale" models, or field modifications. (Rant incoming) I'm not personally a fan of the RIS sight attachment PMC had. The model BIS made is very obviously complete fantasy (you can even see it doesn't actually screw into any hole in the carry handle) - from what I understand, one of the main reasons the XM8 was canned was that the army wanted to stick the RIS system, instead of the proprietary sight mount on the XM8, so It seems a bit disingenuous to the legacy of the XM8 to make it just another RIS rifle, instead of using the sights designed for it (but that's just my opinion, I'm sure some walt or mall ninja's going to have a go at me for daring to suggest the almighty tactical weaver rail shouldn't be on something...). I guess if you've got the resources, it'd be neat to have a RIS-sy version like those PASKAL use (2nd and 4th from front in picture), but, again, personal preference. The side rails were intended to be removed when there wasn't anything attached to them, I don't know if you've got this planned, but it'd be a nice little touch (or maybe not? having them would make it clear to the player that they can mount flashlights etc. and realistically they probably would have used permanently fitted rails, since detachable to going to get misaligned very quickly - something of an issue with laser pointers, especially those in the non-visible spectrum, but those things are jagged and made of very hard materials and are not comfortable to hold!) I'd have stuck with the XM8 designation, I can't really justify this, "M8" just sounds wrong to me.
  7. Since you're replacing the default NATO classes anyway, might be a good idea to create a new vest class for your reskin, for compatibility purposes? Some thoughts: Shotgun dispersion is way too high, like, at 25m range there's a spread of about 5 meters, kind of makes them useless unless you literally shove them into someone's face. The woodland NATO dudes would look better with the black variant of the MX, IMHO. ION should really be on green, they were on green in PMC, and apparently they've got some connection to CSAT in TKOH? (TBF I'm still not 100% that TKOH wasn't just an april fools joke) It looks like you're using similar classnames to BIS, (even down to the _F at the end)? I can't stress how much of a bad practice this is, since it means you'll have to deal with conflicts from other addons doing the same, and potentially any new stuff added by patches (especially since it looks like BIS might be adding their own unarmed variants of stuff like the Marid), probably not a good idea to change them now, since it means everyone will have to remake anything using this from scratch, but definitely something to consider (Ie, if you're not explicitly replacing a vanilla class, it would be a good idea to use classnames like "NGT_B_Soldier_Shotgun_F", or "B_Soldier_Shotgun_NGT"). So, I've been working on something similar (in terms of vanilla extensions), and I kinda feel as though it'd be a bit scummy to release it now, since you've added most of the stuff I've got (yours are a good bit better than mine, too! XD ), I do have some things that you might want, though (off the top of my head, a bunch of gendarme vehicles, a few variants of the stealth suit/balaclava, AAF SF dudes, black/"khaki" ABR skins, and some AA12 skins and a fully ported XM8 from my last project, if you want to give ION their classic guns) - throw me a PM if you're interested. Real neat, though, loving everything thus far.
  8. Powered by some highly scientific keyboard mashing, I present to you, Crasher.pbo: https://www.4shared.com/archive/fKyuc7JSca/Crasher.html?
  9. Should work with ALiVE, but I've only tested it once, about a year ago. So, can't say for certain. Unless anything major has changed with how ALiVE works, it should work fine. The weapon pack should work independant of everything else. I want to restructure the configs for the next release, so you'll be able to activate and deactivate factions as you want (seems I can't just say "install everything, and if you don't want it don't use it", a lot of dynamics missions just try to use everything... not ideal, because I tend to add a bunch of hidden joke stuff!) (Oh god, now I've posted I'm actually going to have to continue work on this.... I was all ready to just pack up and start doing stuff for zDooM instead!)
  10. Fixed the first (forgot to comment out something important :p , also fixed the script in question as well, but it isn't used, so not really that important) As for the second, I fixed the shotgun magazines, as for the launchers... I checked, and all the magazines are on the soldiers. The only thing I can think of is that either it's an engine bug (the magazine that starts inside the RPG wouldn't fit in the vest or uniform, but it doesn't go there anyway) or an issue with the backpacks (which I just found were overloaded, but they're a different vehicle to the soldier itself, so shouldn't be causing this error, even if it were, it would be coming up on the ammobearers too). I've reduced the weight of launcher magazines slighty, I don't know if that'll solve the problem.
  11. Yes. Probably not RHS, though, since it's a pretty hefty download for just the vehicles - I considered making an RHS edition that used their weapons instead of mine (would effectively half the download size), but there'd be a lot of gaps in terms of equipment (could maybe get away with swapping XM8s or G36s with M4s, but with stuff like FALs the closest RHS have is a RISsy M14, and no GL/LMG variants).
  12. Still working on this update, between satisfying my various hedonistic urges. Some more pictures, for now: First, the SLA Marines now work with the alternate camo schemes. I could just have half-arsed this and have the NDPM texture just remap to the various army schemes, but, I'm not "that guy", the marines get all their own camo, that's how this works. So here's NCCPat, ODPM and UDPM Remember how the CDF Summer Pattern was terribad? Well, now it's not: (I mean, it still needs some work, but it's not "neon glamourflague" anymore, so there is that) RACS get new camos too! Urban T-Pat (because everyone else has Urban camo, even if it's not that realistic) and plain OD ( ) Hey, nice life preserver, Kid. Finally, a little teaser: TakPack is essentially going to be an "addon for an addon", a few new hats and reskins (or, more accurately a deskin, since this was originally the TKA model) of the existing units for the Takistan Theatre.
  13. Most weapons packs have SCARs, a lot of weapon packs have a lot of SCARs, but only HSO_A3_Weaps can claim to have a slightly inappropriate number of SCARs. (image is over 300kb - consider yourself warned, if, much like the rules concerning image sizes in this board, your internet hasn't been updated since the late 90s) And I haven't even added Mk20s, yet. (As in, actual Mk20s, not the F2000s we have now) Or the soviet calibres that FNH said they'd make and didn't. (Probably going to go with the fictitious designations of Mk18 SCAR-D and Mk19 SCAR-N)
  14. Well, I can tell you they didn't use any kind of model debinarizers. The models in stuff like All in Arma are still in their ArmA.2 binarized format. (Plus, I'm pretty sure Kju is a wizard, or, at the very least an enchanter or warlock of some description. But don't tell him I said that, these magical types can be notoriously vengeful! :butbut: ) Debinarizing tools produce questionable results when dealing with p3ds, if they work at all (just because TKOH's built on ArmA.2, it's still a very different beast) - especially with stuff like model.cfg selections and inheritance. The unbinarized data is far easier to learn from.
  15. I don't know about that. You'd have "community politics" deciding who does and doesn't get any money. Perhaps not a problem for the community right now, but back in the day of stuff like FFUR? Just replace Valve/Zenimax getting the lions share with whatever egomaniac is putting together "compilation mods".